Chandrawati, T. Brenda
Departement Informatic System Soegijapranata Catholik University

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Designing Education Game to Choose Hygiene and Healthy Snacks for Children Vania Wahyu Febriani; T. Brenda Chandrawati; Albertus Dwiyoga Widiantoro
SISFORMA Vol 2, No 2 (2015): November 2015
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (275.212 KB) | DOI: 10.24167/sisforma.v2i2.619

Abstract

Children from elementary school like to eat snacks or food which are sold by snack sellers around school. Children who like to buy and eat rarely watch the hygiene and healthy of the snacks and the snack sellers which they will buy.Because that habit, the plan of designing education game to educate children is being made. So children can take more attention to choose snack that they will buy. Video games that have theme of hygiene and healthy snacks are rarely can be found.In this paper will be discussed about the habit of children consuming snacks and the design of education game which can be used to educate children based on children habit.
THE PETS:Game Introduction of Pets in Two Languages Wahyu Febriyanto; Brenda Chandrawati; Erdhi Widyarto
SISFORMA Vol 3, No 2 (2016): November 2016
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (348.736 KB) | DOI: 10.24167/sisforma.v3i2.604

Abstract

Introducing environment is important for children. Included in this environment is the life of living beings such as humans, animals, and plants. The role of parents is needed in introducing the living creatures. One of the living creatures that endeared children are animals, especially the pets. Therefore made educational game The Pets. With the game "The Pets" is expected to help parents to teach the children in learning about pets based on place of living and food. In this paper describes how to design and create introducing pet game based on the type of food and its habitat in two different languages . "The Pets" has the Android platform with a minimum API Level 14 is created using the game engine Construct 2. Using two dimensional model and image with interesting coloring for children, and using the application CorelDraw X4. From results of the survey, "The Pets" can provide new knowledge and can assist children in learning about pets based on place of living and food. Children who previously could not mention animals vocabulary in English, after playing "The Pets" can name them into English.
Design of Educational Games of The introduction of Nutritious Food For Kids Sri Desi Mulyaningsih; Brenda Chandrawati; Hendra Prasetya
SISFORMA Vol 2, No 2 (2015): November 2015
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (187.516 KB) | DOI: 10.24167/sisforma.v2i2.617

Abstract

Keeping the food supply is done continuously since we were a child. But in fact, children’s awareness of having balanced – nutrition of dietary habit is still limited.Then the idea to develop educational game to introduce nutritious food to children came. The results of the study generates that 29 out of 30 respondents had never played an educational game with the material related to nutritious food. And all the respondents said that they wereall interested in the idea of developing educational game to introduce nutritious food to children
Improving Students' Interest In Learning Javanese Character By Using Augmented Reality Halim, David Kristianto; Chandrawati, T. Brenda; Nugroho, Erdhi Wirdayanto
Journal of Business and Technology Vol 4, No 1: April 2024
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/jbt.v4i1.10490

Abstract

Javanese script is one of the materials taught in Javanese language lessons starting from elementary school to high school starting to be taught Javanese script. However, many students feel that this lesson is very boring and difficult for students because of the atmosphere when learning and teaching methods that only see from books and listen to lighting from teachers. Therefore, research was conducted by developing an Augmented Reality (AR) system, so that later it could add innovation in the method of teaching Javanese script in order to grow interest in students and students in learning[1]. The game created is called "AJAR (Javanese Aksara AR)" in this AR contains images of each basic level script, videos that contain how to write the script correctly, examples of writing the script in a correct sentence and some practice questions that are used to help measure how much the student's ability to learn the script after using this AR.The game development method uses waterfall and this game testing method is qualitative by interviewing several sources to get data on whether this game has been successful and has met the target according to the purpose of this AJAR game. From the results of the interview it can be seen that on average all sources feel satisfied and like the existence of this AJAR game because it can help in learning Javanese script more easily and not get bored quickly.
Educational Games of Introducing English to Early Childhood Gunawan, Rico Ferdian; Chandrawati, T. Brenda; Prasetya, FX. Hendra
Journal of Business and Technology Vol 4, No 2: Agustus 2024
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/jbt.v4i2.11220

Abstract

In early childhood, they usually begin exploring many things, such as learning, playing and imitating the behaviour of older people. Children learn to communicate with others and from their peers at a certain age. Children also learn to recognize letters of the alphabet, self-recognition and surrounding objects. The following year, children recognize other languages, such as English. Then, year by year, children start learning many languages, such as English. This educational game will be for English furniture for children. When children play games, they are usually accompanied by parents to guide and teach them to play games. The educational game "Elang" is for learning English using puzzle gameplay. This "Elang" game will introduce fruits, transportation, and family members. Then, children can be through an educational game, when children are playing games, of course, accompanied by their parents to guide and teach them to play the game. The purpose of making this educational game is to use puzzle gameplay that brings the topic of fruit introduction, transportation introduction and family introduction to children. The research methods used are waterfall methods and game testing to collect data from respondents in a survey. The survey was conducted by interviewing parents of children who played the educational game "Elang". The survey results show that the educational game "Elang" introduction to English can be efficient in early childhood learning.
Development of Accounting Information System for Matahari Store With RAD Method (Rapid Application Development) Oematan, Virgine Widya; Chandrawati, T. Brenda; Chrismastuti, Agnes Advensia
Journal of Business and Technology Vol 4, No 3: Desember 2024
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/jbt.v4i3.10671

Abstract

Business company is a form of business in which business people purchase goods from vendors, then resell them to consumers without changing the form of the goods. Every business, be it large, medium to small businesses, requires an accounting system. From the accounting system, the owner can determine whether his business is running well or vice versa. One trading business that still does not use an accounting system is the Matahari Grocery Store. The accounting information system is needed by Toko Matahari to be able to compete with many other similar businesses. The method used in creating this accounting system is the Rapid Application Development method.
Design and Implementation of a Dynamic and Informative Housing Consultant Website Chandrawati, T. Brenda; Nugraha, Johanes Arya Pramesta; Rejeki, VG Sri; Anggita, Lintang Jata
SISFORMA Vol 11, No 2: November 2024
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/sisforma.v11i2.13207

Abstract

With the advancement of the digital revolution, the way knowledge is accessed has evolved from traditional media to more flexible and interactive digital platforms. Early websites, which were primarily static and one-directional, struggle to keep up with user expectations for dynamic and frequently updated content. This research explores the design and development of scukrsjawa3.com, an interactive educational website aimed at providing structured and engaging learning resources. Utilizing the Rapid Application Development (RAD) approach, the website was built using PHP, JavaScript, CSS, and HTML, with Bootstrap ensuring responsiveness and ease of navigation. Key features include a well-structured content system, chatbot integration, and an intuitive user interface, enhancing accessibility and engagement. This platform meets the growing demand for interactive, real-time, and user-centric learning experiences, serving as an effective tool for digital education.